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 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *  * Neither the name of NVIDIA CORPORATION nor the names of its
 *    contributors may be used to endorse or promote products derived
 *    from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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 */
#include <v3.h>
#include <math.h>

v3::v3()
{	randomize(); }

v3::v3(float xIn, float yIn, float zIn) : x(xIn), y(yIn), z(zIn)
{}

void v3::randomize()
{
	x = (float)rand() / (float)RAND_MAX;
	y = (float)rand() / (float)RAND_MAX;
	z = (float)rand() / (float)RAND_MAX;
}

__host__ __device__ void v3::normalize()
{
	float t = sqrt(x*x + y*y + z*z);
	x /= t;
	y /= t;
	z /= t;
}

__host__ __device__ void v3::scramble()
{
	float tx = 0.317f*(x + 1.0) + y + z * x * x + y + z;
	float ty = 0.619f*(y + 1.0) + y * y + x * y * z + y + x;
	float tz = 0.124f*(z + 1.0) + z * y + x * y * z + y + x;
	x = tx;
	y = ty;
	z = tz;
}
